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xavier zor
1.U.P
2
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Posted - 2015.09.27 22:52:00 -
[31] - Quote
AHMG still op,
sLaYeR
I'm a knifing pussy ^-^/
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.27 23:26:00 -
[32] - Quote
Are you serious about adding a heat reduction skill ?
It's nice to have a system where you have to weigh what your doing and how you approach your conflicts , I'm against any heat reduction skill with the way things are now , you have to manage your weapon and to be honest , that's how all weapons should be .
You shouldn't be able to just spam your way out of conflicts hence , watering down the gun game .
It's bad enough that you can just spam your way through gunfights now .
Laser should have a heat build up .
Rails should jump out of your hands if mismanaged .
CR's should have their damage lessened or gain dispersion if your lean on the trigger .
AR's should have some type of side effects when someone just leans on the trigger .
To me , it makes sense to have some type of countermeasures to create a level of skill and kill the vanilla " spray and pray " mentality .
What you mentioned about explosive rounds , could that become a start for the Min HMG .?. rail rounds for the Cal HMG , laser rounds for the Amarr HMG and you could leave it how it is for the Gal HMG .
Is there a way to just change the projectiles , heat build up mechanics and the colors to create racial HMG's ?
To me the vanilla is fine , I can still kill good with the vanilla .
The only thing that makes the assault viable is the fact that it has a dual purpose infantry / vehicle and the fact that the fire rate is slower which helps with the hit detection .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Thaddeus Reynolds
Facepunch Security
453
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Posted - 2015.09.27 23:41:00 -
[33] - Quote
Numbers have been run
Edit:
Non-DPS Ideas to bring the HMGs Up: Flatten Heat Progression on HMGs...make STD and ADV HMGs have the same heat buildup as the PRO Burst HMGs: Magazines with full bursts Range or Dispersion could be looked at on Burst and Vanilla HMGs Burst HMG suffers from some serious hit-detection issues...I have to gather more data though to get a valid sample size
Reaction to Shield Changes: It'll be nice to have a slightly higher threshold...I'm not sure if it will be high enough, but any time my shields aren't stopped from recharging is good. I don't think the changes will solve all the shield issues, but that wasn't the goal of this hotfixes shield changes anyway.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.09.28 02:19:00 -
[34] - Quote
Mortishai Belmont wrote:Regular HMG is outclassed by the AHMG and has no range, therefore outclassed by all the others in range.
Scouts United
Gk.0s & Quafes all day.
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Daddrobit
You Can Call Me Daddy
2
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Posted - 2015.09.28 02:26:00 -
[35] - Quote
How did yo get those numbers?
ROF for all vanilla ARs but the Balacs and Kalentes is 800.
Therefore the ROF for these weapons after the 15% suit bonus will be 920.
The Balacs will be 985.5 and the Kalentes will be 1029.8.
Where are you getting these 941's and that 898 for the Duvolle?
And 705 for the Breach? That's a 65% increase in ROF.
There is mathematical wonkiness afoot.
O.G. Pink Fluffy Bunny
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Thaddeus Reynolds
Facepunch Security
453
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Posted - 2015.09.28 02:27:00 -
[36] - Quote
Daddrobit wrote:How did yo get those numbers? ROF for all vanilla ARs but the Balacs and Kalentes is 800. Therefore the ROF for these weapons after the 15% suit bonus will be 920. The Balacs will be 985.5 and the Kalentes will be 1029.8. Where are you getting these 941's and that 898 for the Duvolle? And 705 for the Breach? That's a 65% increase in ROF. There is mathematical wonkiness afoot.
It's because it's not a 15% bonus to RoF, but a 15% reduction to Fire Delay (s/Shot on the spreadsheet)
and the Duvolle was a typo, thanks for catching that.
All the Formulae should be view-able in the cells.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Juno Tristan
Obscure Reference
870
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Posted - 2015.09.28 02:41:00 -
[37] - Quote
Burst has got the alpha to overcome reps Assault has got range and AV profile Vanilla has ??
How about a mild stun lock? people complained before but that when it was applied to all weapons (and it was the era of Scout 514)
ADS Ramming Revenge!
Plasma Cannon Rampage
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Thaddeus Reynolds
Facepunch Security
453
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Posted - 2015.09.28 02:43:00 -
[38] - Quote
Juno Tristan wrote:Burst has got the alpha to overcome reps Assault has got range and AV profile Vanilla has ??
How about a mild stun lock? people complained before but that when it was applied to all weapons (and it was the era of Scout 514)
Not sure I want the return of Tractor Beams in DUST XD, but it is a good non-DPS idea
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
453
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Posted - 2015.09.28 02:53:00 -
[39] - Quote
Thaddeus Reynolds wrote:Daddrobit wrote:How did yo get those numbers? ROF for all vanilla ARs but the Balacs and Kalentes is 800. Therefore the ROF for these weapons after the 15% suit bonus will be 920. The Balacs will be 985.5 and the Kalentes will be 1029.8. Where are you getting these 941's and that 898 for the Duvolle? And 705 for the Breach? That's a 65% increase in ROF. There is mathematical wonkiness afoot. It's because it's not a 15% bonus to RoF, but a 15% reduction to Fire Delay (s/Shot on the spreadsheet) and the Duvolle was a typo, thanks for catching that. All the Formulae should be view-able in the cells.
Also, these are numbers based on my understanding of how the skill bonus will apply, based on old mods and eve mechanics, I could be wrong, but we need "Word of God" to confirm how it will apply, and once we have that I'll redo those numbers to reflect it
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Daddrobit
You Can Call Me Daddy
2
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Posted - 2015.09.28 02:56:00 -
[40] - Quote
Thaddeus Reynolds wrote:Daddrobit wrote:How did yo get those numbers? ROF for all vanilla ARs but the Balacs and Kalentes is 800. Therefore the ROF for these weapons after the 15% suit bonus will be 920. The Balacs will be 985.5 and the Kalentes will be 1029.8. Where are you getting these 941's and that 898 for the Duvolle? And 705 for the Breach? That's a 65% increase in ROF. There is mathematical wonkiness afoot. It's because it's not a 15% bonus to RoF, but a 15% reduction to Fire Delay (s/Shot on the spreadsheet) and the Duvolle was a typo, thanks for catching that. All the Formulae should be view-able in the cells.
Ahhhh, I see, ok.
However Rattati also mentions that it should function as a ROF buff.
CCP Rattati wrote:a ROF bonus for Gallente Assault Dropsuits. Gallente Assault ROF bonus only applies to Assault Rifles increase to rate of fire for a maximum of 15%
I wonder if the reduction to fire interval mention was a gaffe by Ratman in just assuming that they are one and the same and it's really just a ROF bonus, or are we going to unintentionally see ARs be a fair bit more powerful than intended...
Time to wait for the input of WOG.
**EDIT**
Also take a gander at your BAR stats, they read (60/600)*0.85 which I think is just an accidental copy/paste of the TAR stats.
They should read (60/428.57)*0.85
O.G. Pink Fluffy Bunny
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137H4RGIC
Onikanabo Brigade Caldari State
530
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Posted - 2015.09.28 04:06:00 -
[41] - Quote
Try adjusting the HMG to be the plasma variant. You know, better against shields. Keep the ranges as they are for both AHMG and vanilla. You might see people having a preference for one or the other. Just a thought.
Watching from the shadows. Always there, yet never seen.
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CallMeNoName
PIXXXIE
90
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Posted - 2015.09.28 04:11:00 -
[42] - Quote
Sorry, but the numbers don't wanna run. They're too fat and tired.
(PS can you like, make the Vanilla HMG have like, a higher-than-average efficiency in CQC? That would make it better...)
Core Nades can't melt Amarr Sentinels.
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Thaddeus Reynolds
Facepunch Security
454
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Posted - 2015.09.28 04:24:00 -
[43] - Quote
Daddrobit wrote:Thaddeus Reynolds wrote:Daddrobit wrote:How did yo get those numbers? ROF for all vanilla ARs but the Balacs and Kalentes is 800. Therefore the ROF for these weapons after the 15% suit bonus will be 920. The Balacs will be 985.5 and the Kalentes will be 1029.8. Where are you getting these 941's and that 898 for the Duvolle? And 705 for the Breach? That's a 65% increase in ROF. There is mathematical wonkiness afoot. It's because it's not a 15% bonus to RoF, but a 15% reduction to Fire Delay (s/Shot on the spreadsheet) and the Duvolle was a typo, thanks for catching that. All the Formulae should be view-able in the cells. Ahhhh, I see, ok. However Rattati also mentions that it should function as a ROF buff. CCP Rattati wrote:a ROF bonus for Gallente Assault Dropsuits. Gallente Assault ROF bonus only applies to Assault Rifles increase to rate of fire for a maximum of 15% I wonder if the reduction to fire interval mention was a gaffe by Ratman in just assuming that they are one and the same and it's really just a ROF bonus, or are we going to unintentionally see ARs be a fair bit more powerful than intended... Time to wait for the input of WOG. **EDIT** Also take a gander at your BAR stats, they read (60/600)*0.85 which I think is just an accidental copy/paste of the TAR stats. They should read (60/428.57)*0.85
thanks, and fixed
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.09.28 13:12:00 -
[44] - Quote
Arkena Wyrnspire wrote:Mortishai Belmont wrote:Also, shotguns can kill a heavy quicker then a MINIGUN can kill a flimsy scout. This is just not right, why did I sacrifice my speed for health and an HMG if it does no good? This is just not true, unless you haven't tanked your sentinel at all, the scout has stacked all the HP mods it possibly could, and you can't aim to save your life (quite literally).
I'm at 103mil life time now, so having used all the heavies and scouts, I can say first hand that it's not fair.
I can kill most heavies in 3 hits with a shotty before they know what hit them. If I do miss a shot and they see me, I'm gone before they can get a shot in and back behind them to finish the job before they can 'round the first corner.
I'm not even going to throw out nova knives or remotes. Unless the scout tries to eat the barrel of your HMG, they can pop off 3+ rounds and have most killed before the average player has time to acquire their target and spool up their gun to firing.
If scouts could only wield side arms, I believe it would solve the problem completely. If I want to kill someone in particular or just want to be mean to the enemy team, I pull out a Gal scout and just go to town, it's not even fair ._.
If I wasn't as good as I am with my heavy, it would be a third rate suit. I can make it work, but it's not good for the average player vs other suits and the scout.
The C.E.O. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.28 17:38:00 -
[45] - Quote
I mean over half of you or more use aim assist so what does it matter anyway. Just wiggle and lock on boys!
"Madness how we turned our common-ground into a battle-ground.." - Essa
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jdom503
Elysium's Electorate
9
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Posted - 2015.09.30 02:30:00 -
[46] - Quote
I use the boundless hmg, it's still going great for me but I changed my setup to make it work better. I use kincats for speed on my ak0 and advanced. Also am plain adv heavy with damage mods a self rep and two kincats allow me to fly around and close the distance as my min logi support has issues keeping up with me. Ahmgs are great but I'm hard headed lol. |
jordy mack
WarRavens Imperium Eden
794
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Posted - 2015.09.30 02:45:00 -
[47] - Quote
i only read this page and the first so appologies but...
mr belmont is so right, scouts beat vanilla hmgers 9/10. maybe we could think about removing overheat from the vanilla hmg. that way they can afford to spray and pray a bit more in close quarters. the damage i think is good, you just dont get a chance to make it stick to anyone.
Less QQ more PewPew
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Victor Moody Stahl
Amarr Templars Amarr Empire
263
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Posted - 2015.09.30 03:58:00 -
[48] - Quote
Full disclosure, I run a bit of everything pretty regularly ('cept scouts, but only because I'm trying to figure out a good Amarr Scout fit and because AmMando with AScR+PLC is beasty and hilarious). I also play primarily pub Skirmish matches, and solo as well.
With that out of the way, I have both AmSent and am working towards MinSent (the latter is better suited to speed fits).
RE: HMG vs Assault HMG
I personally have little reason to use the regular HMG. The versatility and range benefits of the AHMG (plus the beast audio) are just too good to pass up when pubbing with a heavy suit. It's fairly rare that I run into something that I cannot, at least in theory, kill.
I once almost bagged a Madrugar using just Flux grenades and an AHMG- standard level on both too! That being said, I'm not sure what to do about it. The regular HMG is more suited to CQB, I think, but I tend to prefer to not get into CQB in the first place, and I usually move on my own (IE, with no blueberries within 20-50+ meters) so the extra range and the AV damage is just too valuable to give up.
/shrugs Just not sure what to do here.
RE: Shield changes
As a wannabe MinSent user, I think the shield changes are going to be boss. For the MinSent, the biggest gains are in depleted delay; there's a little bit of a buff in terms of recharge (which is good for me as I run dual energizer on a Min Heavy Frame-I at present). It's going to be very valuable, IMO. Combined with Kincats and possible damps (a Complex damp will get a Heavy Frame under 40 db (!)) and/or cardiac regulators, it's great for basically taking a heavy suit and turning it into an assault suit.
Buff Logis | Nerf Scouts
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MrShooter01
Ustio Mercenary Squadron
1
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Posted - 2015.09.30 04:30:00 -
[49] - Quote
Juno Tristan wrote:Burst has got the alpha to overcome reps Assault has got range and AV profile Vanilla has ??
How about a mild stun lock? people complained before but that when it was applied to all weapons (and it was the era of Scout 514)
Yes
Give us Natascha
make strafers and jumpers cry baby tears |
Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.30 06:53:00 -
[50] - Quote
Aeon Amadi wrote:Victor Moody Stahl wrote:As somebody who dabbles in gaining massive amounts of weights, here's my 0.02ISK:
-swapping the HMG Ops skill back to heat reduction would be a godsend. -deploying new heavy weapons would be like, I dunno. Something amazing I guess? /doeetRatman
EDIT: and while I'm at it, can the Breach be changed from "no move ever" to "20% base move speed" when charging? That'd be really nice. I -think- it is possible to add Skills, just can't add new weapons. I don't know, by heart, what the current HMG Operation skill does but if I'm not mistaken it may be possible to add like... Heavy Machine Gun Heat Reduction or something. I know adding new weapons has been out of the queston for a while, but what is the status of us just getting like a reskinned forge gun or HMG with different color projectiles and a different damage profile? Would that not be possible?
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Aeon Amadi
12
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Posted - 2015.09.30 07:44:00 -
[51] - Quote
Baal Omniscient wrote:Aeon Amadi wrote:Victor Moody Stahl wrote:As somebody who dabbles in gaining massive amounts of weights, here's my 0.02ISK:
-swapping the HMG Ops skill back to heat reduction would be a godsend. -deploying new heavy weapons would be like, I dunno. Something amazing I guess? /doeetRatman
EDIT: and while I'm at it, can the Breach be changed from "no move ever" to "20% base move speed" when charging? That'd be really nice. I -think- it is possible to add Skills, just can't add new weapons. I don't know, by heart, what the current HMG Operation skill does but if I'm not mistaken it may be possible to add like... Heavy Machine Gun Heat Reduction or something. I know adding new weapons has been out of the queston for a while, but what is the status of us just getting like a reskinned forge gun or HMG with different color projectiles and a different damage profile? Would that not be possible?
Depends on the benefit = cost ratio. If it takes a lot of man-hours to do (stats, re-skinning, testing, localization of descriptions/skills, etc) than it is going to require a hefty amount of benefit to the game and the overall community. Just to be as clear as possible. If you come up with a design that cuts out a lot of the budget fat (localization being a big one) that basically is just a few numbers being changed around, yeah, it's likely it'll get a lot more leeway than a whole new weapon.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.30 10:35:00 -
[52] - Quote
Aeon Amadi wrote:Baal Omniscient wrote:Aeon Amadi wrote:Victor Moody Stahl wrote:As somebody who dabbles in gaining massive amounts of weights, here's my 0.02ISK:
-swapping the HMG Ops skill back to heat reduction would be a godsend. -deploying new heavy weapons would be like, I dunno. Something amazing I guess? /doeetRatman
EDIT: and while I'm at it, can the Breach be changed from "no move ever" to "20% base move speed" when charging? That'd be really nice. I -think- it is possible to add Skills, just can't add new weapons. I don't know, by heart, what the current HMG Operation skill does but if I'm not mistaken it may be possible to add like... Heavy Machine Gun Heat Reduction or something. I know adding new weapons has been out of the queston for a while, but what is the status of us just getting like a reskinned forge gun or HMG with different color projectiles and a different damage profile? Would that not be possible? Depends on the benefit = cost ratio. If it takes a lot of man-hours to do (stats, re-skinning, testing, localization of descriptions/skills, etc) than it is going to require a hefty amount of benefit to the game and the overall community. Just to be as clear as possible. If you come up with a design that cuts out a lot of the budget fat (localization being a big one) that basically is just a few numbers being changed around, yeah, it's likely it'll get a lot more leeway than a whole new weapon. - Give them all the same stats and PG/CPU requirements as the current two weapons, give them their racial profile damage modifications and see how they act with the new racial weapon profiles, then over time and as needed hotfix in tweaks.
- Do not make a new skill to spec into them for now, simply let all HMG's be unlocked with the current HMG skill and all forge guns be unlocked with the current forge gun skill. This will allow for faster data collection on the way these new weapons act, which are more used, which are more effective, and which are in most need of balancing. More importantly, you cut out the need to put in a new skill in the skill tree and you avoid complaints from the community demanding a respec (an old headache that is in a constant state of reoccurance).
- In the description, a simple 'x-race's attempt to recreate the Minmatar HMG' should sufice, at least for the time being. You could ask the people in the forums for the best translation of this if need be, like what Ratatti did when he asked for assistance with the new names for suits and whatnot a few months ago. Crowd source the hell out of it and get the translations done for free. It doesn't need to be perfect, it's basically just starting a beta on the weapon.
- A simple palette swap from the current HMG and forge gun should be good enough for the time being, just giving heavies the option to use their own race's weapon regardless of the differences between the weapon's stats should at least make most happy. This should be simple since we have seen plenty of different palates on weapons for a while now, however this one isn't even necessary for now if it helps keep costs down. Palette swaps can be put off if need be as it's only an aesthetic change, but I'm sure everyone would appreciate if they did at least have a color representing it's race.
This basically ends up just being a pallete swap, new items added to the list with the exact same information in it's details apart from the description (since damage profiles aren't listed), and swapping a few numbers for the damage profiles. As for the gain: you get 6 new weapons for heavies, you finally achieve racial parity for heavy suits, you gain the adoration of every heavy in the game for said racial parity, and you open up the heavy class up to having a full range of damage profile options on the battlefield for both AV and AI purposes.
You get away with very little localization needs, very few number changes, little to no art work needed, no need for skill tree additions, no need for base stat changes, and no need to create a whole new weapon to give every race two of their own heavy weapons. How's that sound?
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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WeapondigitX V7
The Exemplars
438
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Posted - 2015.09.30 13:27:00 -
[53] - Quote
The vanilla HMG has problems in CQC sometimes because the recoil and accuracy relationships are not designed to be user friendly against moving opponents.
In a ideal world, high accuracy and low recoil would be best. The players aim would be spot on all the time.
But this is not a ideal world.
Player aim changes all the time. Within 10-15m engagements the HMG becomes very accurate very fast while hipfiring which reduces its ability to be user friendly at low ranges. (inverse recoil, the surface area of the hipfire aim reticle is only half filled at 10m ranges with max accuracy). I would suggest lowering the inverse recoil buildup while firing from the hip but leaving the max accuracy level unchanged. This will have a very small negligable DPS decrease for players that have extremely good aim at longer ranges. But it would raise the average DPS of average players in 10m ranges (against moving targets) because the weapon would be more forgiving towards players that have good aim but dont have godly good aim. it would be more user friendly.
Another good idea is to very slightly reduce the heat build up of the weapon. But that does not make players improve the results of there aiming skills.
You could decrease the animation time duration relating to switching TO heavy weapons from other weapons.
A very good idea is to reduce the muzzle flash when a player aims down there sights instead of hipfiring. (it sometimes affects my aiming sometimes)
(side note: please reduce the muzzle flash for the AR while aiming down sights, it is far too much, very hard to aim sometimes in certain game environmental lighting conditions)
You could increase the clipsize of the vanilla HMG by 100 bullets instead of reducing the heat generation.
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XxWarlordxX97
L0RDS 0F LEGI0N
4
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Posted - 2015.09.30 17:45:00 -
[54] - Quote
The freedom HMG is to affective at being AV and Killing infantry then both of the other HMG at killing infantry, I think a Damage buff would fix this problem.
Buff my cal heavy
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g li2
Grupo de Asalto Chacal Rise Of Legion.
1
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Posted - 2015.09.30 18:19:00 -
[55] - Quote
Mortishai Belmont wrote:
I'm at 103mil life time now, so having used all the heavies and scouts, I can say first hand that it's not fair.
I can kill most heavies in 3 hits with a shotty before they know what hit them. If I do miss a shot and they see me, I'm gone before they can get a shot in and back behind them to finish the job before they can 'round the first corner.
I'm not even going to throw out nova knives or remotes. Unless the scout tries to eat the barrel of your HMG, they can pop off 3+ rounds and have most killed before the average player has time to acquire their target and spool up their gun to firing.
If scouts could only wield side arms, I believe it would solve the problem completely. If I want to kill someone in particular or just want to be mean to the enemy team, I pull out a Gal scout and just go to town, it's not even fair ._.
If I wasn't as good as I am with my heavy, it would be a third rate suit. I can make it work, but it's not good for the average player vs other suits and the scout.
You can shout but can not say more clear.
Totally agree
SOMOS LEYENDA
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Joel II X
Bacon with a bottle of Quafe
9
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Posted - 2015.09.30 19:03:00 -
[56] - Quote
DAAAA BEAST wrote:I am fearing I will have to run a AR on my Caldari sentinel too. As sidearm , I mean. Black Eagle ftw. In all seriousness , we'll have to wait to see , doubt these cocky assaults will be able to do much to me at CQC. Their cockiness might cause them to die. Meh.
Scouts United
Gk.0s & Quafes all day.
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g li2
Grupo de Asalto Chacal Rise Of Legion.
1
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Posted - 2015.09.30 20:19:00 -
[57] - Quote
The AHMG has become so effective that it is very common use in closed letters I have the feeling that lately have played a little heating (heats before) and a percentage of Sentinels have returned to normal HMG. But I would estimate that their use in enclosed and PC is around 60% AHMG and 40% Boundless (Alex Gastun) Besides, the Sentinels fine like this But quite defenseless against knife, remote and shotguns. It is logical, it is the opposite roles and whosoever heavy be weighed assume.
Seems excessive damage AHMG against light vehicles.
SOMOS LEYENDA
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XxWarlordxX97
L0RDS 0F LEGI0N
4
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Posted - 2015.10.13 21:22:00 -
[58] - Quote
Aeon Amadi wrote:So with Hotfix Foxfour the Gallente assault is getting an RoF buff. This will help propel the Gallente Assault into a higher CQC use rate but at the same time I'm sort of concerned as to how that is going to affect Sentinels - notably HMG Sentinels. With AR's having a higher range, greater variety, and general versatility, the increase in DPS is something I'm concerned about overshadowing the HMG.
Can someone run the numbers and compare the pros and cons of both?
Another concern I'm having is that the AHMG is good but I'm concerned it may be overshadowing the Vanilla HMG. With greater versatility (AV capability), longer range, better accuracy, and higher damage capability, the AHMG seems to just be overall better than the HMG.
Do you think it's necessary to bring the vanilla HMG up? What are some creative ways we can bring the HMG up, if necessary, without directly changing it's DPS?
Caldari and Minmatar Sentinels, what are your expectations for the shield changes in Hotfix Foxfour?
The Caldari Sentinel didn't change
Armor tanked heavies are pathetic
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Megaman Trigger
OSG Planetary Operations
857
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Posted - 2015.10.13 21:30:00 -
[59] - Quote
XxWarlordxX97 wrote:Aeon Amadi wrote:So with Hotfix Foxfour the Gallente assault is getting an RoF buff. This will help propel the Gallente Assault into a higher CQC use rate but at the same time I'm sort of concerned as to how that is going to affect Sentinels - notably HMG Sentinels. With AR's having a higher range, greater variety, and general versatility, the increase in DPS is something I'm concerned about overshadowing the HMG.
Can someone run the numbers and compare the pros and cons of both?
Another concern I'm having is that the AHMG is good but I'm concerned it may be overshadowing the Vanilla HMG. With greater versatility (AV capability), longer range, better accuracy, and higher damage capability, the AHMG seems to just be overall better than the HMG.
Do you think it's necessary to bring the vanilla HMG up? What are some creative ways we can bring the HMG up, if necessary, without directly changing it's DPS?
Caldari and Minmatar Sentinels, what are your expectations for the shield changes in Hotfix Foxfour? The Caldari Sentinel didn't change
Caldari Sentinel was the baseline for the shield buff, so it was left untouched while everything else was buffed around it.
Purifier. First Class.
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Jack Boost
Zarena Family
957
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Posted - 2015.10.13 21:51:00 -
[60] - Quote
So... it is time for buff greaty sentinel/heavy frame (yes frame -> not weapon + frame) . ^^ I feel it, but Rattati never confirm this :D
Not much time left...
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